
in vec3 position;
in vec3 normal;
in vec2 tcoord; 

uniform mat4 modelview;
uniform mat4 projection;

centroid out vec4 npolar;
centroid out vec2 tcpolar;

void main() 
{ 
	// transform position to eye space then to device space
	gl_Position = projection * modelview * vec4(position,1.0);

	// rotate the normal
	npolar = modelview * vec4(normal,0.0);

	// copy over texture coordinate
	tcpolar = tcoord;
}